Some content based on GDC 2006 Gingold and Hecker Brent M Dingle 2014 Game Design and Development Program Mathematics Statistics and Computer Science University of Wisconsin Stout ID: 725315
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Slide1
Prototyping with a Purpose
Some content based on GDC 2006,
Gingold and Hecker
Brent M. Dingle 2014Game Design and Development ProgramMathematics, Statistics and Computer ScienceUniversity of Wisconsin - StoutSlide2
Presentation OutlinePrototyping General InfoAsking Good QuestionsHow to Decompose a ProjectHow to Measure a PrototypeSlide3
Using PrototypingMany ways to look at how Prototyping is usedConceptually the same in every caseTest something, Prove Something… Learn, Adapt…
Let’s look at it from Game ProductionSlide4
High Level Production StagesHave an IdeaDiscoveryPreproductionDevelopSellSlide5
High Level Production StagesHave an IdeaDiscoveryPreproductionDevelopSell
Prototyping
is useful and often necessarySlide6
Why Prototype?Most Common: Answer questionse.g. Will this work?Also Discover/uncover the unexpecteddownside and upsidePersuade and inspire
YES this will work = PERSUASIVE
Prototype Validates the idea
What if answer is NOT yes,or not just “yes or no”Slide7
Why Prototype?
Most Common: Answer questionse.g. Will this work?Also
Discover/uncover the unexpecteddownside and upsidePersuade and inspire
NO this will not work = DOWNSIDEBUT it does do this and this = UPSIDESo what if we do it like this…Slide8
Why Prototype?
Most Common: Answer questionse.g. Will this work?Also
Discover/uncover the unexpectedupside and downsidePersuade and inspire
Prototypes do NOT GENERATE ideasThey VALIDATE themBut can generate upsides and suggest ideasSlide9
Presentation OutlinePrototyping General InfoAsking Good QuestionsHow to Decompose a ProjectHow to Measure a PrototypeSlide10
Important: Ask a Good QuestionHow to formulate good questions for prototypingFocus OnWhere do you need understanding?Target other questions in this area
Let’s consider some examples questions…Slide11
QuestionCan we make a fun social game between characters?Is this a good or bad question to use a prototype to answer?Slide12
Poor QuestionCan we make a fun social game between characters?
Bad!
There is nothing
to try
and
test
here.
What idea do you want to try out? Slide13
QuestionIs the “Leg User Interface concept”user friendly,powerful,and cool?
Is this a good or bad question to use a prototype to answer?Slide14
Good QuestionIs the Leg UI conceptuser friendly,powerful,and cool?
Good!
It is testable.
Build it. Demo it. Ask people about it.Do they need help? Is it cool? Does it accomplish what we want it to?Slide15
QuestionCan rolling around a sticky ball be compelling?
Is this a good or bad question to use a prototype to answer?Slide16
Good QuestionCan rolling around a sticky ball be compelling?Good!
It is testable.Build it. Demo it. Ask people about it
.Do they think it is cool and fun? And do they keep playing?Slide17
QuestionHere is the game description document.Is it going to be fun?
Is this a good or bad question to use a prototype to answer?Slide18
Poor QuestionHere is the game description document.Is it going to be fun?
Bad!
It is
an idea.
But is very unfocussed.
It basically would require
the
entire
game to be built,
which really is not a
prototype.
You
must
deconstruct/decompose
the features.
How
do you
reduce a large problem
into smaller
manageable ones?
And stay
relevant to the
big picture of the project’s idea (it’s vision)?
This is a skill to learn
.Slide19
Presentation OutlinePrototyping General InfoAsking Good QuestionsHow to Decompose a ProjectHow to Measure a PrototypeSlide20
DecompositionExamine what you need to know aboutSlide21
DecompositionExamine what you need to know aboutDivide it into smaller piecesSlide22
DecompositionExamine what you need to know aboutDivide it into smaller piecesMake sure the pieces fit togetherSlide23
DecompositionExamine what you need to know aboutDivide it into smaller piecesMake sure the pieces fit together
Keep track of which pieces depend on othersSlide24
DecompositionExamine what you need to know aboutDivide it into smaller piecesMake sure the pieces fit together
Keep track of which pieces depend on othersKnow the bounds of your prototype
Decent Size
Large Size
Huge Size
Out of BoundsSlide25
DecompositionExamine what you need to know aboutDivide it into smaller piecesMake sure the pieces fit together
Keep track of which pieces depend on othersKnow the bounds of your prototype
Do not overreach
Stay
inside the lines of your
pieceSlide26
Presentation OutlinePrototyping General InfoAsking Good QuestionsHow to Decompose a ProjectHow to Measure a PrototypeSlide27
Measuring a PrototypeMetricsCheapFalsifiable
RelevantSlide28
Measuring a Prototype
MetricsCheap
Falsifiable
RelevantTake less effort than the real thingCost almost nothing (very little)Slide29
Measuring a PrototypeMetricsCheapAgileFalsifiable
Relevant
Adding suggestions and changes
should be trivialSlide30
Measuring a PrototypeMetricsCheapAgileLightFalsifiable
Relevant
Typically only one person
working on a prototype at a time We use teams of two for multiple educational reasonsSlide31
Measuring a PrototypeMetricsCheapAgileLightFalsifiable
Relevant
You should be looking to prove something.
You should be able to prove a good idea is good and a bad idea is badSlide32
Measuring a PrototypeMetricsCheapAgileLightFalsifiable
Make a ClaimRelevant
The prototype
should be needed to validate or disprove something Example: The [blarg] on the right side of the screen improves [shozbot] more than having it on the left side of the screenIf you cannot explain why or what you wantto achieve by making a prototype,then you may want to rethink making itSlide33
Measuring a PrototypeMetricsCheapAgileLightFalsifiable
Make a ClaimTestableRelevant
How does your prototype TEST your claim?
Will it show something is clearly working or not?Design the prototype so it obviously showssuccess or failure. This is not a theoretical experiment.And the results should not be “open” to much variance in interpretationSlide34
Measuring a PrototypeMetricsCheapAgileLight
FalsifiableMake a ClaimTestableTested
Relevant
Tested by others NOT just by prototype’s creator(s)Data collectedExplain why the design is this way based on the dataSlide35
Measuring a PrototypeMetricsCheapAgileLightFalsifiable
Make a ClaimTestableTestedLearn
Relevant
Identify and Record:What was learned from the prototype?Slide36
Measuring a PrototypeMetricsCheapAgileLight
FalsifiableMake a ClaimTestable
TestedLearnRelevant
Prototypes must be relevant to the project at handGeneralizable helps Prototype becomes incorporated into product Code or Art can be reused Design Reuse Reference point for design/developmentSlide37
Measuring: In The BonusSurprisingFeedbackUpsideDownsideInspiring
PersuasiveFun
TangibleClearDisruptive
Good prototypes do something unexpected and usefulSlide38
Measuring: In The BonusSurprisingFeedbackUpsideDownsideInspiring
PersuasiveFun
TangibleClearDisruptive
Good prototypes get lots of feedbackYou want people to comment and not just “yeah good” or “yeah bad”If you have to beg to get meaningful feedback Something is off and it could be something major that nobody wants to talk about Like the whole concept stinks or the prototype is “pointless”Good prototypes do something unexpected and usefulSlide39
Measuring: In The BonusSurprisingFeedbackUpsideDownsideInspiring
PersuasiveFun
TangibleClearDisruptive
Good Prototypes should uncover GOOD and BAD thingsIf all goes as planned with no exciting discoveries or hidden pitfallsthe prototype is likely off in some wayPerhaps the wrong question(s) are being askedGood prototypes do something unexpected and usefulSlide40
Measuring: In The BonusSurprisingFeedbackUpsideDownsideInspiring
PersuasiveFun
TangibleClearDisruptive
A prototype should inspire MORE Questions Revealing more fun stuff or problems to investigateWARNING: Eventually the continued exploringmust end (be saved for later). This hopefully happens when the problems to investigate are small and the fun is large.If you are lucky you will always think it ends too soon.If you are really lucky you will get to go back anddo more (like sequel… oh yeah)Good prototypes do something unexpected and usefulSlide41
Measuring: In The BonusSurprisingFeedbackUpside
Downside
InspiringPersuasiveFunTangibleClearDisruptive
Good Prototypes should Convince people of thingsSlide42
Measuring: In The BonusSurprisingFeedbackUpside
Downside
InspiringPersuasiveFunTangibleClearDisruptive
The prototype needs to be cool, exciting, entertaining, FUN!That is what the game needs to be too So in the background the prototype tests more than just a single questionPeople must want to see and playyour prototype – just as they would the gameThey should be excited about what you are doingJust like they would the gameAgain wanting to be involved, give feedbackGood Prototypes should Convince people of thingsSlide43
Measuring: In The BonusSurprisingFeedbackUpside
Downside
InspiringPersuasiveFunTangibleClearDisruptive
Prototypes are not theory.They should CLEARLY communicateand make REAL whatever they are getting atPeople should look at the prototype and GET ITThe design, the concept, the fun, the interface,whatever.Minimal explanation should be required.Good Prototypes should Convince people of thingsSlide44
Measuring: In The BonusSurprisingFeedbackUpside
Downside
InspiringPersuasiveFunTangibleClearDisruptive
Prototypes are not theory.They should CLEARLY communicateand make REAL whatever they are getting atPeople should look at the prototype and GET ITThe design, the concept, the fun, the interface,whatever.Minimal explanation should be required.Good Prototypes should Convince people of thingsHopefully that is clearSlide45
Measuring: In The BonusSurprisingFeedbackUpside
Downside
InspiringPersuasiveFunTangibleClearDisruptive
Prototypes should change people’s mindsIf nobody is convinced of anything…Then what is the prototype really doing?Good Prototypes should Convince people of thingsSlide46
Keeping the PrototypePrototypes may be labeled “throw away”HoweverThe results must be keptto be able to Revisit and Reexamine the results
A good prototype (and its results) Will be consulted multiple times throughout developmentIf no one ever revisits it, then perhaps it was not such a useful thing to prototype
The answers it provided were never really in question?Or the questions were not very useful?Or it never really answered anything?Slide47
Theoretical Questions?Slide48
EndSlide49
Additional Information/ResourceGDC 2006: Advanced Prototyping Presentation by Chaim Gingold and Chris HeckerSlide50
Design Doc versus PrototypePrototypeCheapInteractiveSexyScience
Document
Really Cheap
StaticBoringFaith